ccR.Pet = {
	BuffStacks = function(buff) return ccR.Unit.BuffStacks("pet", buff) end,
	BuffDuration = function(buff) return ccR.Unit.BuffDuration("pet", buff) end,
	CanAttack = function(unit) return ccR.Unit.Is.Attackable("pet", unit) end,
	DebuffStacks = function(debuff) return ccR.Unit.DebuffStacks("pet", debuff) end,
	DebuffDuration = function(debuff) return ccR.Unit.DebuffDuration("pet", debuff) end,
	Exists = function(unit) return ccR.Unit.Exists("pet") end,
	GUID = function() return ccR.Unit.GUID("pet") end,
	Health = function() return ccR.Unit.Health("pet") end,
	Name = function() return ccR.Unit.Name("pet") end,
	NPCID = function() return ccR.Unit.NPCID("pet") end,
	TargetName = function() return ccR.Unit.TargetName("pet") end,
	TimeToDie = function() return ccR.Unit.TimeToDie("pet") end,
	-- HAS!
	HasBuff = function(buff) return ccR.Unit.Has.Buff("pet", buff) end,
	HasDebuff = function(debuff) return ccR.Unit.Has.Debuff("pet", debuff) end,
	HasTarget = function() return ccR.Unit.Has.Target("pet") end,
	-- IS!
	IsAlive = function() return ccR.Unit.Is.Alive("pet") end,
	IsDead = function() return ccR.Unit.Is.Dead("pet") end,
	IsMoving = function() return ccR.Unit.Is.Moving("pet") end,
	IsInCombat = function() return ccR.Unit.Is.InCombat("pet") end,
	-- FireHack
	Count = function(yards) return ccR.Unit.Count("pet", yards) end,
	Distance = function(unit) if ccR.Pet.Exists() then return ccR.Unit.Distance(unit,"pet") end end,
	IsInLineOfSight = function(unit) return ccR.Unit.Is.InLineOfSight(unit, "pet") end,
}

setmetatable(ccR.Pet, ccR.Unit)